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Middle game: Tactics, Combinations

Tactics and combinations are very important, if not the most important part of a chess game. After all, at some point every chess game comes to position, which requires a tactical solution. It could be a very simple solution, like checkmate in two or more moves, or more complex, like winning a piece after a series of moves. Every chessplayer must train his (her) tactical ability, particularly before playing in a tournament. Such exercise as solving of chess puzzles is very helpful. There are plenty of books and software available for this purpose.

There are combinations of a different kind, distinguished by a tactical motive (theme).

There are many tactical motives, and while covering all of them will take writing a book, some important ones can be mentioned here.

1) Demolition of King pawn cover.

This one usually involves a sacrifice of a piece at h7, g7 or f7 squares (a7, b7, c7 for a Queenside castle, and corresponding squares on the second row, if Black attack White’s position).

White: Ke1, Qg4, Ra1, Rh1, Bd3, Nc3, Nf3, pp. a2, b2, c2, e5, f2, g2, h2.

Black: Kg8, Qd8, Ra8, Rf8, Bc5, Bc8, Nc6, pp. a7, b7, d5, e6, f7, g7, h7.

White to play


White has a large presence on the King side and now he needs to pull Black's King out, so he starts with:

1.Bxh7+! Kxh7

Now the castle is broken and White pieces have an easy target.

2.Qh5+ Kg8 3.Ng5 Re8 4.Qxf7+ Kh8 5.Qh5+ Kg8 6.Qh7+ Kf8 7.Qh8+ Ke7 8.Qxg7 checkmate.

2) Decoy

White: Kg1, Ra1, Bb3, Nf3, pp. e3, f2, g2, h3.

Black: Kg8, Re8, Rd3, Be7, pp. f7, g7, h6.

White to play


The connection between f7-square and e5 is obvious. Immediate Nf3-e5? Is bad, of course. White makes Black's King come to f7 where he can fork him with a Knight.

1.Bxf7+! Kxf7 2.Ne5+

Followed by Ne5xd3. White wins a Rook back, while reaching a winning ending.

3) A distraction of a defender

White: Kf1, Qe2, Re1, Bf3, Bf2, pp. a3, b4, c7, d5, e4

Black: Kg8, Qh2, Rf8, Bc8, Ng4, pp. a5, b6, e5, h6.


 

White's Queen has too many responsibilities, she protects both Bishops and defends a6-f1 diagonal as well. This situation is called overload. Black easily wins, by distracting opponent’s Queen from defending f2-square.

1...Ba6! 2.b5 Bxb5! 3.Qxb5 Qxf2 checkmate.

4) Clearance.

Sometimes, there is a situation where a piece blocks the way of another piece. It makes sense to sacrifice such piece for a bigger purpose.

Bogoljubov - Capablanca, Germany, 1928

White: Kd3, Ra5, Re2, Nd1, pp. b2, d4, e3, g4.

Black: Kg6, Rc2, Rc4, Ne4, pp. b3, d5, e5, g7, g5

Black to play


 

White’s King is in checkmating web.  It’s rather obvious e4-belongs to Black’s pawn. Black wins instantly by freeing e4-square.

1...Nc5+! 2.dxc5 (or 2.Rxc5) e4 checkmate.

5) Elimination of defender

White: Kg1, Rc1, Rf1, Be3, Nd2, p. f2.

Black: Kg8, Re8, Rd8, Bg4, Bg7, p. f7.

Black to play


 

Both Black Rooks attack opponent’s pieces.  White’s Bishop defends the Knight. Black destroys White's Bishop and then takes Knight.

 1...Rxe3! 2.fxe3 Rxd2 and Black has a winning ending.

 6) A gain of a crucial square

 White: Kf2, Qe4, Rc2, Be2, pp. a2, b4, e3, f3, h4.

Black: Kh8, Qe6, Rg1, Be5, pp. b5, d6, e7, f7, h6.


 

 White's King is obviously vulnerable.  If Black moves his Rook away, however, would give White time for defense.   For instance, 1…Rh1 2.Bf1 Rh2+ 3.Kg1, and Black decides to sacrifice a Rook in order to get around him. The crucial square to obtain in this situation is h3.

1...Qh3!! 2.Kxg1 Bh2+!

 Black brings all his pieces in and White is helpless now.

3.Kh1

 Another way, 3.Kf2 is no better 3...Qg3+ 4.Kf1 Qg1, checkmate.

3...Bg3+ 4.Kg1 Qh2+ 5.Kf1 Qh1 checkmate.

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